bradley-
Grandmaster
*EDIT* I no longer support this idea but I will leave the info here anyways.. Read this thread instead: http://www.uoforum.com/threads/motm-replacement-dungeon-bosses.54818/
Alright, so.. Dungeon Armor:
What is it?
Why should I use Dungeon Armor over regular Slayer Armor?
Alright, so.. Dungeon Armor:
What is it?
Armor.. Duh.. But for seriously, dungeon armor can be a full suit of platemail armor (with no dex loss) that will help dexers in the PvM aspect of UOF. There should be a full suit of dungeon armor for each of the major super slayers (silver, reptile death, arachnid, etc.). Make it so that the armor has 0 AR so that it does NOT interfere with PvP in any way, shape, or form! You could also hue each suit so that it is recognizable by sight.
Why should I use Dungeon Armor over regular Slayer Armor?
This is where the trammy comes out.. So.. A full suit of regular, crafted slayer armor provides a 50% damage reduction in melee & spells as well as a 75% chance to resist casted poison. But, you can also apply the slayer property to ANY piece of armor you desire which would allow you to have AR when the PKs roll up on you.
Dungeon Armor, on the other hand, would be slightly more powerful in PvM (but has 0 AR in PvP). I suggest a 70% damage reduction in melee and spells against whatever slayer type the dungeon armor is designated as (cut out the casted poison resistance entirely). It would be a risk vs reward kind of thing. Do you want to take less damage from mobs and more from players or more from mobs and less from players? Dungeon Armor would be invaluable for town invasions as well considering they are all in cities, effectively putting dexers with Dungeon Armor & a slayer weapon towards the top of the scoreboard.
How do I get the Dungeon Armor?Dungeon Armor, on the other hand, would be slightly more powerful in PvM (but has 0 AR in PvP). I suggest a 70% damage reduction in melee and spells against whatever slayer type the dungeon armor is designated as (cut out the casted poison resistance entirely). It would be a risk vs reward kind of thing. Do you want to take less damage from mobs and more from players or more from mobs and less from players? Dungeon Armor would be invaluable for town invasions as well considering they are all in cities, effectively putting dexers with Dungeon Armor & a slayer weapon towards the top of the scoreboard.
I suggest that dungeon armor have a chance (50%-ish) to be rewarded to a random player who dealt damage to a dungeon boss. If you haven't read my thread about dungeon bosses, please click this link: http://www.uoforum.com/threads/motm-replacement-dungeon-bosses.54818/
Feedback is welcome!
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